5,714 Commits over 913 Days - 0.26cph!
Route regular server joins through the console command instead
Attempted fix for 'A session is already active.' EAC error
boatai_los_swapfix -> main
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target.
- Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
Can now make fulll vending order with drag/drop
Fix virtual icon dragging not working
Add drag support to the fake slot and inventory system (not working properly yet)
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory
- Add light and dark colouring to each of the search entries
- Add emoji support to the shop name
- Restyled emoji window to fit in with the new theming
Minor existing orders polish:
- Show 'no existing orders' if the vending machine is empty
- Ensure deleting individual orders calls the proper method
- Clear out the test entry
- Remove all button turns on/off depending on the amount of entires
- Fix remove all button not properly removing all the sell orders at once
Minor polish on sell order creator section:
- Clear buttons now work to clear each of the item/cost sections
- Sell order button is now disabled if either of the item or cost sections are empty
- No longer auto focus on search - instead focus on it when you select a sell or cost item
- Empty the search area when you select on a sell or cost item
- Minus buttons set themselves as disabled if the amount is == 1
- Add a loading overlay to the existing sell orders when anything is pressed
- Remove loading overlay after 200 ms (enough to cover most latency cases)
- New existing order container
- Setup remove all button
Ensure the vending admin dialog can be closed
- Various cleanup
- Name changes
- Remove a bunch of debugging crap
- Ensure Remove All existing orders button is not a toggle
- Hooked up item search entry
- Properly linked up selection slot buttons
- Fixed a bunch of NREs
- Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
Wire up a bunch more buttons: offer item icon/ cost item icon/ create sell order
- Wired up sell order creator plus/minus buttons
- Item search popup scripts
- Sell order creator scripts
- New Item Search Entry handler
- item search bar setup
- sell order creator setup
- Virtual Icon setup
- Renames
- Spacers
- Add a 'remove all' button to clear up all the sell orders
- Fix phrases again
Fix squished sell order icons
Follow style guidelines a bit better. More blockout work. Better colours
WIP:
- More blockouts
- Some minor functionality
Continuing work on the UI
- Text components
- Input fields
Initial setup for new vending machine admin ui
console_quickjoin_fix -> main
main -> console_quickjoin_fix
Move PlayerJoin to UIConnection instead
Connect just sends values over to UI rather than through a wrapper method
server_browser_improvements -> main
Server browser favourites are now optionally put to the top.
Users can enable/disable it in filters. This option is saved between sessions
console_quickjoin_fix -> main
- Ensure typing 'connect' in console will also update the quick join UI
- Cleanup PlayerJoin.cs
- PlayerJoin is now the main way to tell other systems (ui, history) that we are joining a server. Using client.instance.connect bypasses everything ui related)
- PlayerJoin now uses client instance on the backend rather than connect (which is now a wrapper over PlayerJoin)
unskinned_windmill -> main
Missing instanced mesh filter
- Ensure transmission rotates again with the vanes
- Rebuild deployable prefab to follow the windmill.prefab instead of doing its own thing
- Small overall cleanup
main -> unskinned_windmill
(In dual ClientVar/ServerVar cases the ai generated help text would only be shown for one case.)
- Duplicate the help text to the remaining case
- Codegen
Use cached command for command list buttons. Fixes highlighted text not working
Flush buffer now uses realtime rather than invokes (allows it to push in demos)